﻿shared float4x4 MatView;
shared float4x4 MatViewProj;

shared float3 SamplePos;
shared float3 SampleNorm;
shared float3 SampleTan;
shared float3 SampleBin;

float4 vsh( float3 iPos : POSITION ) : POSITION
{
	return mul( float4( iPos, 1 ), MatViewProj );
}

float4 psh() : COLOR
{
	return 0;
}

technique Occluder
{
	pass p0
	{
		VertexShader = compile vs_2_0 vsh();
		PixelShader = compile ps_2_0 psh();
		
		CullMode = None;
		ColorWrite = 0;
		AlphaBlendEnable = False;
		AlphaTestEnable = False;
		ZEnable = True;
		ZFunc = LessEqual;
		ZWriteEnable = True;
	}
}